education 2.3 m erwin
TRANSCRIPT
Education 2.3mMobile eLearning
erwin huang, convener eLearning Consortium
Feb 2010
Friday, 4 March 2011
ed 2.3m agenda
•eLearning. Mobile. Tablets. Connection everywhere..
•Trends
•Device + Cloud
•Discussions
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Friday, 4 March 2011
Visions
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Friday, 4 March 2011
A Changing world..
Friday, 4 March 2011
A Changing world..
Friday, 4 March 2011
A Changing world..
Friday, 4 March 2011
A Changing world..
Friday, 4 March 2011
A Changing world..
Friday, 4 March 2011
A Changing world..
Friday, 4 March 2011
A Changing world..
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Disruptive Technologies
• From Translation to Transformation
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Translation
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Translation
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Translation• Kill Less Trees
• Searchable
• Light, read anywhere
• Multimedia
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Translation• Kill Less Trees
• Searchable
• Light, read anywhere
• Multimedia
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Transformation• Collaborative Learning
• Learn anywhere
• Learning to Learn
• Training Future Leaders
• vs Training Professional
• Student Centric learning
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Teacher Centric Learning
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Teacher Centric Learning
• Current Classrooms:
• Learning 1.0
• Teacher centric
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Teacher Centric Learning
• Current Classrooms:
• Learning 1.0
• Teacher centric
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Friday, 4 March 2011
the 2.0 Student
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the 2.0 Student
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Student Centric Learning
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Student Centric Learning
• Future Classroom:
• Student centric
• teacher becomes:
• Mentor
• Problem Solver
• Support
• Tour guide
• Librarian
Friday, 4 March 2011
Student Centric Learning
• Future Classroom:
• Student centric
• teacher becomes:
• Mentor
• Problem Solver
• Support
• Tour guide
• Librarian
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Friday, 4 March 2011
Friday, 4 March 2011
Changing Landscape
Friday, 4 March 2011
Changing Landscape
• Unlimited Knowledge
Friday, 4 March 2011
Changing Landscape
• Unlimited Knowledge
• New User Experience
Friday, 4 March 2011
Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
Friday, 4 March 2011
Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
• Knowledge Anywhere, AnyTime
Friday, 4 March 2011
Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
• Knowledge Anywhere, AnyTime
• Cloud Based Learning
Friday, 4 March 2011
Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
• Knowledge Anywhere, AnyTime
• Cloud Based Learning
• Leveled Playing Field
Friday, 4 March 2011
Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
• Knowledge Anywhere, AnyTime
• Cloud Based Learning
• Leveled Playing Field
• Social Media
Friday, 4 March 2011
Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
• Knowledge Anywhere, AnyTime
• Cloud Based Learning
• Leveled Playing Field
• Social Media
• Changing role of the Educator x Learner
Friday, 4 March 2011
Changing Landscape
• Unlimited Knowledge
• New User Experience
• User Centricity
• Knowledge Anywhere, AnyTime
• Cloud Based Learning
• Leveled Playing Field
• Social Media
• Changing role of the Educator x Learner
• Changing model for the Publishers
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Learning anywhere anytime
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Learning anywhere anytime
• the Rise of the Ubiquitous computing
• Wireless Connection everywhere
Friday, 4 March 2011
Learning anywhere anytime
• the Rise of the Ubiquitous computing
• Wireless Connection everywhere
• the Rise of the Content Consumption devices / Tablets
• Breakthru in User Experience
• Breakthru in Battery and Power Management
Friday, 4 March 2011
Learning anywhere anytime
• the Rise of the Ubiquitous computing
• Wireless Connection everywhere
• the Rise of the Content Consumption devices / Tablets
• Breakthru in User Experience
• Breakthru in Battery and Power Management
• the Rise of Cloud Computing
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summary
Friday, 4 March 2011
summary
Friday, 4 March 2011
summary
• Vision, Student Centric Learning
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summary
• Vision, Student Centric Learning
• Cases
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eLCInitiatives 2011-12
Friday, 4 March 2011
eLCInitiatives 2011-12
Friday, 4 March 2011
eLCInitiatives 2011-12
• Education 2.x conferences
• Exhibitions and Marketplace
• Pilots
• Consumer education
• thru Publications and web 2.0
• Digital Inclusion Projects
• Enabling Tech:
• Mobile App Platforms
• Cloud based computing
• Play and Learn
• Social Media
• The Production of eLearning
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eLCOrganization
Friday, 4 March 2011
eLCOrganization
Friday, 4 March 2011
eLCOrganization
• Core Members• Education and Publish• Platform• Network and Mobile
Friday, 4 March 2011
eLCOrganization
• Core Members• Education and Publish• Platform• Network and Mobile
Friday, 4 March 2011
eLCOrganization
• Core Members• Education and Publish• Platform• Network and Mobile
Friday, 4 March 2011
eLCOrganization
• Core Members• Education and Publish• Platform• Network and Mobile
Friday, 4 March 2011
eLCOrganization
• Core Members• Education and Publish• Platform• Network and Mobile
• 400+ individual entities• Traditional Publishers• New Media Publishers• Educators• Parents and Consumers• Vendors
Friday, 4 March 2011
eLCOrganization
• Core Members• Education and Publish• Platform• Network and Mobile
• 400+ individual entities• Traditional Publishers• New Media Publishers• Educators• Parents and Consumers• Vendors
Friday, 4 March 2011
eLCOrganization
• Core Members• Education and Publish• Platform• Network and Mobile
• 400+ individual entities• Traditional Publishers• New Media Publishers• Educators• Parents and Consumers• Vendors
Friday, 4 March 2011
eLCOrganization
• Core Members• Education and Publish• Platform• Network and Mobile
• 400+ individual entities• Traditional Publishers• New Media Publishers• Educators• Parents and Consumers• Vendors
Friday, 4 March 2011
eLC Education 2.x Conferences
• Sept 2010, International Perspective
• Dec 2010, Mobile Advanced Technology
• Feb 2011, Play and Learn
• June 2011, eLearning Case Sharing
Friday, 4 March 2011
Exhibitions and Marketplace
Friday, 4 March 2011
Exhibitions and Marketplace
• Working with EdMall
• Help to make B2C marketplace develop
• Encourage publishers adoption, competition
• Exhibition?
Friday, 4 March 2011
Exhibitions and Marketplace
• Working with EdMall
• Help to make B2C marketplace develop
• Encourage publishers adoption, competition
• Exhibition?
Friday, 4 March 2011
Exhibitions and Marketplace
• Working with EdMall
• Help to make B2C marketplace develop
• Encourage publishers adoption, competition
• Exhibition?
Friday, 4 March 2011
Exhibitions and Marketplace
• Working with EdMall
• Help to make B2C marketplace develop
• Encourage publishers adoption, competition
• Exhibition?
Friday, 4 March 2011
Exhibitions and Marketplace
• Working with EdMall
• Help to make B2C marketplace develop
• Encourage publishers adoption, competition
• Exhibition?
Friday, 4 March 2011
eLearning ConsortiumCore Values
Friday, 4 March 2011
eLearning ConsortiumCore Values
Biz models and Society
Friday, 4 March 2011
eLearning ConsortiumCore Values
Biz models and Society
1. Open Business model
Friday, 4 March 2011
eLearning ConsortiumCore Values
Biz models and Society
1. Open Business model2. Champion Consumer Value
Friday, 4 March 2011
eLearning ConsortiumCore Values
Biz models and Society
1. Open Business model2. Champion Consumer Value3. Encourage Fair Competition
& Collaboration
Friday, 4 March 2011
eLearning ConsortiumCore Values
Biz models and Society
1. Open Business model2. Champion Consumer Value3. Encourage Fair Competition
& Collaboration4. Promote Choice
Friday, 4 March 2011
eLearning ConsortiumCore Values
Biz models and Society
1. Open Business model2. Champion Consumer Value3. Encourage Fair Competition
& Collaboration4. Promote Choice5. Encourage Innovation
Friday, 4 March 2011
eLearning ConsortiumCore Values
Biz models and Society
1. Open Business model2. Champion Consumer Value3. Encourage Fair Competition
& Collaboration4. Promote Choice5. Encourage Innovation6. Sustainability
Friday, 4 March 2011
eLCCore Values
Friday, 4 March 2011
eLCCore Values
Friday, 4 March 2011
eLCCore Values
Society
Friday, 4 March 2011
eLCCore Values
Society
1. Learner Empowerment
Friday, 4 March 2011
eLCCore Values
Society
1. Learner Empowerment2. Consumer Empowerment
Friday, 4 March 2011
eLCCore Values
Society
1. Learner Empowerment2. Consumer Empowerment3. Knowledge Society
Friday, 4 March 2011
eLCCore Values
Society
1. Learner Empowerment2. Consumer Empowerment3. Knowledge Society4. Bridging the Digital Gap
Friday, 4 March 2011
eLCCore Values
Technology
Friday, 4 March 2011
eLCCore Values
Technology
Friday, 4 March 2011
eLCCore Values
Technology
Friday, 4 March 2011
eLCCore Values
Technology
1. User Engagement Centric
Friday, 4 March 2011
eLCCore Values
Technology
1. User Engagement Centric
2. Open Technologies
Friday, 4 March 2011
eLCCore Values
Technology
1. User Engagement Centric
2. Open Technologies
3. vs “Reinvent the Wheel”
Friday, 4 March 2011
eLCCore Values
Technology
1. User Engagement Centric
2. Open Technologies
3. vs “Reinvent the Wheel”
4. Promote De Facto Stds
Friday, 4 March 2011
eLCCore Values
Technology
1. User Engagement Centric
2. Open Technologies
3. vs “Reinvent the Wheel”
4. Promote De Facto Stds
5. Use the Market Force
Friday, 4 March 2011
eLCCore Values
Technology
1. User Engagement Centric
2. Open Technologies
3. vs “Reinvent the Wheel”
4. Promote De Facto Stds
5. Use the Market Force
6. Learn Anywhere, Anytime
Friday, 4 March 2011
eLCCore Values
Technology
1. User Engagement Centric
2. Open Technologies
3. vs “Reinvent the Wheel”
4. Promote De Facto Stds
5. Use the Market Force
6. Learn Anywhere, Anytime
7. Affordability
Friday, 4 March 2011
eLCCore Values
Friday, 4 March 2011
eLCCore Values
Friday, 4 March 2011
eLCCore Values
Learning
Friday, 4 March 2011
eLCCore Values
Learning
Friday, 4 March 2011
eLCCore Values
Learning
1. Student Centric Learning
Friday, 4 March 2011
eLCCore Values
Learning
1. Student Centric Learning2. Exploratory
Friday, 4 March 2011
eLCCore Values
Learning
1. Student Centric Learning2. Exploratory3. Learning to Learn
Friday, 4 March 2011
eLCCore Values
Learning
1. Student Centric Learning2. Exploratory3. Learning to Learn4. Problem Solving
Friday, 4 March 2011
eLCCore Values
Learning
1. Student Centric Learning2. Exploratory3. Learning to Learn4. Problem Solving5. Learn Anywhere, Anytime
Friday, 4 March 2011
eLCCore Values
Learning
1. Student Centric Learning2. Exploratory3. Learning to Learn4. Problem Solving5. Learn Anywhere, Anytime6. Community Care
Friday, 4 March 2011
the Gaming world..
which platform has the most games?
Friday, 4 March 2011
the Gaming world..
which platform has the most games?
Friday, 4 March 2011
the Gaming world..
which platform has the most games?
Friday, 4 March 2011
the Gaming world..
which platform has the most games?
Friday, 4 March 2011
the Gaming world..
which platform has the most games?
Friday, 4 March 2011
Friday, 4 March 2011
Friday, 4 March 2011
Largest Music store?
Friday, 4 March 2011
Largest Music store?
Friday, 4 March 2011
Friday, 4 March 2011
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Bite size snack..
Friday, 4 March 2011
Bite size snack..US$0.99 Magic Price
Games/Songs/TVShow
US$9.99 books
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Apps = Innovation
Friday, 4 March 2011
Apps = Innovation1 Billion downloads in 10 months
Fastest growing software market in the world
Friday, 4 March 2011
Cloud based Learning
• Learn Anytime! Anywhere!• Always updated• Always in sync • Encourage Collabration• Student Profile exchange• less support cost and more device
choices
Friday, 4 March 2011